sycocys, on 27 April 2015 - 07:10 AM, said:
Really the biggest problem I see when dropping with other groups is that most pilots only give clanners one angle to shoot at in a "brawl".
Brawling isn't standing face to face, its kiting and gaining position with terrain and the opponents movement. If you think brawling is standing face up to a mech you are going to lose that battle 9/10 times. This is the prime reason why most people come from standard queue into CW and totally suck, so much time practicing terrible habits that they can't adjust to even a slightly higher level of play.
This is exactly what I had in mind, and Clan's Stormcrow and Timber can do this 10 times better than ANY attempted IS brawler. IS brawlers are better in late game/assaults (Atlas, Banshee, Stalker) against Clan assaults (but I mean cmon, Dwf brawling? That's not very effective in terms of Dwf.) The assaults that brawl are those that are directly
But when kiting/flanking is the thing of brawling then Stormcrows and Timbers will win against Thunderbolts, Victors, and Griffins. The fast striker/brawlers on each side generally favor the Timber and especially the Stormcrow due to stupid amounts of SRMs on top of insane hitboxes. Note that you should always fire in 3-2 punch. Timbers can alpha (or in pairs) along with JJs and great hitboxes as well, so it is well off too in brawling. Mad Dogs are only 5 more tons than a Stormcrow and is still good/reliable, but less good since Stormcrow's durability and speed outweighs the Mad Dog's extra laser + SRM pack. In the end, especially due to how this game style and CW's cover aspect (except Boreal, rest of maps have brawling utility which end badly for IS), Clanners have the advantage in fast skirmish/brawling. They can quickly dive into cover or unload missiles over and over as they can shield insane amounts of damage. Heat is not an issue for most if not all cases as you would have allies to cover you or you would dive into a safe location, plus firing in pairs/threes is going to help in all cases.
As much as I like the Hunchies, 4SP is not as great as Griffins due to heat of MLs, so much symmetry, and easily isolated torsos. 4G is better though, though is not really reliable compared to Griffins in CW due to ammo problems. 4P suffers the same Nova-like fate of heat.
I have one experience with ol' boomstick 4SP, I ran into a Stormcrow with 5 SRM6 loadout as usual (because every other person is running it). It's just me and him since we were fighting over a side cap point (Gamma or Sig?) He one shotted (well 3-2 punched) my side torso, so I ran to cover. Of course I'm too slow (106 kph > 92 kph) and my SRMs barely core one leg as I'm left with ML. I get it to orange and then I die even though I wasn't even cored when I lost all my other weapons. The 4SP is simply way too glass cannon and can't take hits, unlike the Stormcrow which can soak damage with it's stupid hands and impossible to isolate torsos.
Edited by luxebo, 27 April 2015 - 08:29 PM.